Search found 267 matches

by The Phoenixian
Fri May 02, 2025 3:57 pm
Forum: Releases
Topic: Version 2.0.46
Replies: 45
Views: 17085

Re: Version 2.0.46



The Red Ammo changes are interesting to see. I'd been using it anyways, since my platforms weren't really bottlenecked by magazine production and the 60% damage for the added cost was worth it in that light, but I suppose now the only reason not to is either extreme space constraints or if the ...
by The Phoenixian
Wed Apr 30, 2025 7:06 pm
Forum: Releases
Topic: Version 2.0.46
Replies: 45
Views: 17085

Re: Version 2.0.46

The Red Ammo changes are interesting to see. I'd been using it anyways, since my platforms weren't really bottlenecked by magazine production and the 60% damage for the added cost was worth it in that light, but I suppose now the only reason not to is either extreme space constraints or if the ...
by The Phoenixian
Fri Apr 18, 2025 3:39 am
Forum: Balancing
Topic: The cargo wagons are too small for DLC
Replies: 21
Views: 4880

Re: The cargo wagons are too small for DLC



Weird thought on this topic: Instead of more slots, how far would reducing vehicle weight/roll resistance with quality go towards solving the same problems?


Not that i think it's necessary , but more slots would be a very very strong options compared to reducing vehicle weight/roll resistance ...
by The Phoenixian
Fri Apr 18, 2025 2:04 am
Forum: General discussion
Topic: Feedback on Space Age's overall design
Replies: 56
Views: 11628

Re: Feedback on Space Age's overall design



I think you grossly misunderstand my point. This isn't a matter of the production lines and tech tree off Gleba, or shipping bioflux offworld to Nauvis, or that carbon fiber has uses in the late game. This isn't even about the spoilage mechanic, as you seem to think it is, nor a suggestion to ...
by The Phoenixian
Fri Apr 18, 2025 1:34 am
Forum: Balancing
Topic: The cargo wagons are too small for DLC
Replies: 21
Views: 4880

Re: The cargo wagons are too small for DLC

Weird thought on this topic: Instead of more slots, how far would reducing vehicle weight/roll resistance with quality go towards solving the same problems?

Part of it is that I just find longer trains more aesthetically pleasing. This wouldn't make signaling or station design any easier but it ...
by The Phoenixian
Fri Apr 11, 2025 5:22 pm
Forum: Releases
Topic: Version 2.0.44
Replies: 15
Views: 10781

Re: Version 2.0.44

Ooooh, Project Plowshare Potential.

I like the theme going on with the whole "we added quasi-waterfill with Lavafill and Ammoniafill to the basegame. (It's nuclear canals)" thing.

I never cared for atomics as weapons, but I might actually unlock them for landscaping.
by The Phoenixian
Fri Apr 04, 2025 9:12 pm
Forum: General discussion
Topic: Feedback on Space Age's overall design
Replies: 56
Views: 11628

Re: Feedback on Space Age's overall design



The real point of feedback here is that Gleba has an issue where materials and processing chains there largely serve as replacements for mines and oil chemistry and don't integrate any deeper into the tech tree, as compared to Vulcanus, where liquid metals and sulfuric acid integrate at a bunch ...
by The Phoenixian
Fri Apr 04, 2025 7:52 pm
Forum: General discussion
Topic: Feedback on Space Age's overall design
Replies: 56
Views: 11628

Re: Feedback on Space Age's overall design

As far as Gleba goes, I generally enjoyed the theme of planning out builds in ghost mode, figuring out how everything was going to work in my head, and only then actually building them and sorting out issues as they arose. I feel like the biggest issue on Gleba isn't a generic "flatness" to the tech ...
by The Phoenixian
Tue Apr 01, 2025 12:51 am
Forum: Balancing
Topic: Remove Big Asteroids Orbiting Aquilo
Replies: 9
Views: 1864

Re: Remove Big Asteroids Orbiting Aquilo

That's odd. By memory It should be entirely possible to replenish rocket ammo faster than it's used around Aquilo, even with the big asteroids eating it up. Though I've not experimented with stationary platforms around Aquilo, specifically.

I don't have a clear picture of your setup, so I have a ...
by The Phoenixian
Thu Mar 27, 2025 7:19 pm
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 412
Views: 94033

Re: Gleba has killed the game for me.





You can use it for oil cracking and rocket fuel, sure, but you're not doing that because you have to, but because you want to.
Wait, what?

That explains why oil processing never got a building upgrade!
And that explains the fish growing tech for Nauvis...to make nutrients for more ...
by The Phoenixian
Thu Mar 27, 2025 7:27 am
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 412
Views: 94033

Re: Gleba has killed the game for me.



You can use it for oil cracking and rocket fuel, sure, but you're not doing that because you have to, but because you want to.
Wait, what?

That explains why oil processing never got a building upgrade!
And that explains the fish growing tech for Nauvis...to make nutrients for more efficient ...
by The Phoenixian
Wed Mar 26, 2025 6:59 pm
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 412
Views: 94033

Re: Gleba has killed the game for me.



The biggest grip I have with it is the reward. The biological chamber is quite weak and mostly useless outside of this moist planet.


The biochamber isn't the big reward from Gleba. You're overlooking the Stack Inserter, which enables a huge throughput improvement across your entire factory ...
by The Phoenixian
Sun Mar 23, 2025 11:16 am
Forum: General discussion
Topic: Agricultual Science Pack
Replies: 32
Views: 2985

Re: Agricultual Science Pack




Related question:
How can I detect if biolab has stalled? I would like to use this to manually switch from one research to another. For example if I run out of Fulgora bottles, alarm will trigged that biolabs have stopped and I should switch to Gleba research. I use requester chests to feed ...
by The Phoenixian
Sat Mar 22, 2025 11:30 pm
Forum: General discussion
Topic: Agricultual Science Pack
Replies: 32
Views: 2985

Re: Agricultual Science Pack



Attached is a design I use to ensure that logistics shipments only send items above a certain freshness.

What for? As soon as a pack exists, its freshness doesn't matter in comparison to another pack. Just ship all and use all. Make sure all packs have best freshness in general, but there is ...
by The Phoenixian
Sat Mar 22, 2025 9:33 pm
Forum: General discussion
Topic: [Poll] Would you be happy to pay for more official planets and expansions?
Replies: 67
Views: 7249

Re: [Poll] Would you be happy to pay for more official planets and expansions?



Though the design of different types of power generation was done for 1.0. I fail to see what design work done for 1.0 has to do with space age.

But the real thing I'm pointing to is a lack of depth and/or a lack of progression. Each planet only really scratches the surface of what's possible ...
by The Phoenixian
Sat Mar 22, 2025 8:37 pm
Forum: General discussion
Topic: Factorio confessions
Replies: 44
Views: 18490

Re: Factorio confessions

Ever since the pipe rework, my power plants have been growing slowly more and more unhinged.

At first it was linking up dense clusters for substation access. Then it was separating the boilers from the generators entirely to put the center of the pollution cloud in another section of the base.

My ...
by The Phoenixian
Sat Mar 22, 2025 7:41 pm
Forum: General discussion
Topic: Agricultual Science Pack
Replies: 32
Views: 2985

Re: Agricultual Science Pack

It sounds like a big part of the issue here is getting the freshest possible science packs to Nauvis. Especially as Robots aren't picky about which packs they take. If I'm reading the issue right, I'd like to make a suggestion based on my own run in with that problem: have you tried a freshness ...
by The Phoenixian
Tue Mar 04, 2025 3:11 pm
Forum: Balancing
Topic: Gleba technologies have far too steep an oppertunity cost.
Replies: 22
Views: 4979

Re: Gleba technologies have far too steep an oppertunity cost.

I feel like the core of the issue here is that the Biochamber does not have enough to utility off Gleba.

It has some utility on Nauvis, and Bio-Oil Cracking is neat on Vulcanus and theoretically usable everywhere, but falls off outside of coal liquefaction and there aren't enough uses for ...
by The Phoenixian
Fri Dec 20, 2024 4:13 am
Forum: Balancing
Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Replies: 13
Views: 5564

Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants

I honestly thought this myself a few times while playing through Gleba. In the end I'm still torn.

On the one hand, Selective breeding for quality is very, very in theme for what was described as "the agricultural planet."

On the other hand, it does feel like the mechanics of quality aren't at all ...
by The Phoenixian
Tue Dec 17, 2024 6:37 pm
Forum: Balancing
Topic: Gleba early game should be made easier significantly
Replies: 46
Views: 10892

Re: Gleba early game should be made easier significantly


The Problem
I will insert my 5 coins here. I really liked Gleba, BUT:

Machines unlocked on Gleba are basically useless outside it:

Agricultural tower can only be used on Nauvis and only for seeding trees
Biochambers require nutrients which can be crafted in net-positive way only from ...

Go to advanced search